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- Buying skills: You can press L to lock a skillbook tooltip, then hover over the skill name to see what it does before buying. This feature is helpful in various other circumstances as well.
- Merchants: The cleric towards the north of Gladeheim by the cells will sell cleric skills. To my recollection, there is one that allows resurrection outside of and during battle but at a cost. Mama Donna at the Inn will sell Warlock skills and equipment after completing a certain quest.
- AP per turn: AP/turn is an independent stat and is not increased by any attributes. We intend to increase it when the character reaches a certain overall level. However, if you save your AP, it shouldn't take more than 2 rounds to save enough to cast any skill. That may be a bug you are experiencing with AP gain.
- School attributes: The geomancer attribute will make your geomancer skills more powerful. Your summon's power level is based on the summoner overall level. On the experimental branch, this is changed to consider the summoner's applicable school level in determining the power of the summon. This will be updated on the main branch of the game at a later time.
- Specializing in chosen school: Skills in the school you chose during character creation will be more effective as you have increased that school level. Also, we will likely add minimum school level requirements in order to learn skills in that school (this is currently live on the experimental branch). Generally speaking though, the game looks to provide more free character building and permit mixing skills from different schools with a high degree of freedom.
Hope this helps. Just let me know if you have any more questions! Cheers.
Im glad im moving in the correct direction with my choices.
Yes, in the future, assigning talent points will be part of leveling up, and the upcoming respec feature will also remove your talents and give you back your talent points (just as it will attribute points).